Files
starruler-linux/scripts/server/empire_ai/weasel/ftl/Slipstream.as
T
2018-07-17 14:15:37 +02:00

383 lines
9.5 KiB
ActionScript

import empire_ai.weasel.WeaselAI;
import empire_ai.weasel.Movement;
import empire_ai.weasel.Military;
import empire_ai.weasel.Construction;
import empire_ai.weasel.Designs;
import empire_ai.weasel.Development;
import empire_ai.weasel.Systems;
import empire_ai.weasel.Budget;
import empire_ai.weasel.Fleets;
from statuses import getStatusID;
from abilities import getAbilityID;
from oddity_navigation import hasOddityLink;
const double SS_MIN_DISTANCE_STAGE = 0;
const double SS_MIN_DISTANCE_DEVELOP = 10000;
const double SS_MIN_TIMER = 3.0 * 60.0;
const double SS_MAX_DISTANCE = 3000.0;
class SSRegion : Savable {
Region@ region;
Object@ obj;
bool arrived = false;
vec3d destination;
void save(SaveFile& file) {
file << region;
file << obj;
file << arrived;
file << destination;
}
void load(SaveFile& file) {
file >> region;
file >> obj;
file >> arrived;
file >> destination;
}
};
class Slipstream : FTL {
Military@ military;
Designs@ designs;
Construction@ construction;
Development@ development;
Systems@ systems;
Budget@ budget;
Fleets@ fleets;
DesignTarget@ ssDesign;
array<SSRegion@> tracked;
array<Object@> unassigned;
BuildFlagship@ buildSS;
double nextBuildTry = 15.0 * 60.0;
void create() override {
@military = cast<Military>(ai.military);
@designs = cast<Designs>(ai.designs);
@construction = cast<Construction>(ai.construction);
@development = cast<Development>(ai.development);
@systems = cast<Systems>(ai.systems);
@budget = cast<Budget>(ai.budget);
@fleets = cast<Fleets>(ai.fleets);
}
void save(SaveFile& file) override {
designs.saveDesign(file, ssDesign);
construction.saveConstruction(file, buildSS);
file << nextBuildTry;
uint cnt = tracked.length;
file << cnt;
for(uint i = 0; i < cnt; ++i)
file << tracked[i];
cnt = unassigned.length;
file << cnt;
for(uint i = 0; i < cnt; ++i)
file << unassigned[i];
}
void load(SaveFile& file) override {
@ssDesign = designs.loadDesign(file);
@buildSS = cast<BuildFlagship>(construction.loadConstruction(file));
file >> nextBuildTry;
uint cnt = 0;
file >> cnt;
for(uint i = 0; i < cnt; ++i) {
SSRegion gt;
file >> gt;
tracked.insertLast(gt);
}
file >> cnt;
for(uint i = 0; i < cnt; ++i) {
Object@ obj;
file >> obj;
if(obj !is null)
unassigned.insertLast(obj);
}
}
uint order(MoveOrder& ord) override {
//Find the position to fling to
vec3d toPosition;
if(!targetPosition(ord, toPosition))
return F_Pass;
//Check if we have a slipstream generator in this region
auto@ gt = get(ord.obj.region);
if(gt is null || gt.obj is null || !gt.arrived)
return F_Pass;
//Make sure our generator is usable
Object@ ssGen = gt.obj;
if(!canSlipstream(ssGen))
return F_Pass;
//Check if we already have a link
if(hasOddityLink(gt.region, toPosition, SS_MAX_DISTANCE, minDuration=60.0))
return F_Pass;
//See if we have the FTL to make a link
double avail = usableFTL(ai, ord);
if(!canSlipstreamTo(ssGen, toPosition))
return F_Pass;
if(slipstreamCost(ssGen, 0, toPosition.distanceTo(ssGen.position)) >= avail)
return F_Pass;
ssGen.addSlipstreamOrder(toPosition, append=true);
if(ssGen !is ord.obj) {
ord.obj.addWaitOrder(ssGen, moveTo=true);
ssGen.addSecondaryToSlipstream(ord.obj);
}
else {
ord.obj.addMoveOrder(toPosition, append=true);
}
return F_Continue;
}
SSRegion@ get(Region@ reg) {
for(uint i = 0, cnt = tracked.length; i < cnt; ++i) {
if(tracked[i].region is reg)
return tracked[i];
}
return null;
}
void remove(SSRegion@ gt) {
if(gt.obj !is null && gt.obj.valid && gt.obj.owner is ai.empire)
unassigned.insertLast(gt.obj);
tracked.remove(gt);
}
Object@ getClosest(const vec3d& position) {
Object@ closest;
double minDist = INFINITY;
for(uint i = 0, cnt = tracked.length; i < cnt; ++i) {
Object@ obj = tracked[i].obj;
if(obj is null)
continue;
if(!tracked[i].arrived)
continue;
double d = obj.position.distanceTo(position);
if(d < minDist) {
minDist = d;
@closest = obj;
}
}
return closest;
}
SSRegion@ getClosestRegion(const vec3d& position) {
SSRegion@ closest;
double minDist = INFINITY;
for(uint i = 0, cnt = tracked.length; i < cnt; ++i) {
double d = tracked[i].region.position.distanceTo(position);
if(d < minDist) {
minDist = d;
@closest = tracked[i];
}
}
return closest;
}
void assignTo(SSRegion@ gt, Object@ closest) {
unassigned.remove(closest);
@gt.obj = closest;
gt.arrived = false;
military.stationFleet(fleets.getAI(closest), gt.region);
if(closest.region is gt.region)
gt.arrived = true;
if(!gt.arrived) {
gt.destination = military.getStationPosition(gt.region);
closest.addMoveOrder(gt.destination);
}
}
bool trackingGen(Object@ obj) {
for(uint i = 0, cnt = unassigned.length; i < cnt; ++i) {
if(unassigned[i] is obj)
return true;
}
for(uint i = 0, cnt = tracked.length; i < cnt; ++i) {
if(tracked[i].obj is obj)
return true;
}
return false;
}
bool shouldHaveGen(Region@ reg, bool always = false) {
if(military.getBase(reg) !is null)
return true;
if(development.isDevelopingIn(reg))
return true;
return false;
}
void turn() override {
if(ssDesign !is null && ssDesign.active !is null) {
int newSize = round(double(budget.spendable(BT_Military)) * 0.2 * ai.behavior.shipSizePerMoney / 64.0) * 64;
if(newSize < 128)
newSize = 128;
if(newSize != ssDesign.targetSize) {
@ssDesign = designs.design(DP_Slipstream, newSize);
ssDesign.customName = "Slipstream";
}
}
}
void focusTick(double time) override {
//Design a generator
if(ssDesign is null) {
@ssDesign = designs.design(DP_Slipstream, 128);
ssDesign.customName = "Slipstream";
}
//Manage unassigned gens list
for(uint i = 0, cnt = unassigned.length; i < cnt; ++i) {
Object@ obj = unassigned[i];
if(obj is null || !obj.valid || obj.owner !is ai.empire) {
unassigned.removeAt(i);
--i; --cnt;
}
}
//Detect new gens
for(uint i = 0, cnt = fleets.fleets.length; i < cnt; ++i) {
auto@ flAI = fleets.fleets[i];
if(flAI.fleetClass != FC_Slipstream)
continue;
if(!trackingGen(flAI.obj))
unassigned.insertLast(flAI.obj);
}
//Update existing gens for staging bases
for(uint i = 0, cnt = tracked.length; i < cnt; ++i) {
auto@ gt = tracked[i];
bool checkAlways = false;
if(gt.obj !is null) {
if(!gt.obj.valid || gt.obj.owner !is ai.empire || (gt.arrived && gt.obj.region !is gt.region)) {
@gt.obj = null;
gt.arrived = false;
checkAlways = true;
}
else if(!gt.arrived && !gt.obj.hasOrders) {
if(gt.destination.distanceTo(gt.obj.position) < 10.0)
gt.arrived = true;
else
assignTo(gt, gt.obj);
}
}
if(!shouldHaveGen(gt.region, checkAlways)) {
remove(tracked[i]);
--i; --cnt;
}
}
//Detect new staging bases to build gens at
for(uint i = 0, cnt = military.stagingBases.length; i < cnt; ++i) {
auto@ base = military.stagingBases[i];
if(base.occupiedTime < SS_MIN_TIMER)
continue;
if(get(base.region) is null) {
SSRegion@ closest = getClosestRegion(base.region.position);
if(closest !is null && closest.region.position.distanceTo(base.region.position) < SS_MIN_DISTANCE_STAGE)
continue;
SSRegion gt;
@gt.region = base.region;
tracked.insertLast(gt);
break;
}
}
//Detect new important planets to build generator at
for(uint i = 0, cnt = development.focuses.length; i < cnt; ++i) {
auto@ focus = development.focuses[i];
Region@ reg = focus.obj.region;
if(reg is null)
continue;
if(get(reg) is null) {
SSRegion@ closest = getClosestRegion(reg.position);
if(closest !is null && closest.region.position.distanceTo(reg.position) < SS_MIN_DISTANCE_DEVELOP)
continue;
SSRegion gt;
@gt.region = reg;
tracked.insertLast(gt);
break;
}
}
//See if we should build a new generator
if(buildSS !is null) {
if(buildSS.completed) {
@buildSS = null;
nextBuildTry = gameTime + 60.0;
}
}
for(uint i = 0, cnt = tracked.length; i < cnt; ++i) {
auto@ gt = tracked[i];
if(gt.obj is null && gt.region.ContestedMask & ai.mask == 0 && gt.region.BlockFTLMask & ai.mask == 0) {
Object@ closest;
double closestDist = INFINITY;
for(uint n = 0, ncnt = unassigned.length; n < ncnt; ++n) {
Object@ obj = unassigned[n];
if(obj.region is gt.region) {
@closest = obj;
break;
}
if(!obj.hasMover)
continue;
if(buildSS is null && gameTime > nextBuildTry) {
double d = obj.position.distanceTo(gt.region.position);
if(d < closestDist) {
closestDist = d;
@closest = obj;
}
}
}
if(closest !is null) {
if(log)
ai.print("Assign slipstream gen to => "+gt.region.name, closest.region);
assignTo(gt, closest);
} else if(buildSS is null && gameTime > nextBuildTry) {
if(log)
ai.print("Build slipstream gen for this system", gt.region);
@buildSS = construction.buildFlagship(ssDesign);
}
}
}
//Try to get enough ftl storage that we can permanently open a slipstream with each of generators
double mostCost = 0.0;
for(uint i = 0, cnt = tracked.length; i < cnt; ++i) {
Ship@ obj = cast<Ship>(tracked[i].obj);
if(obj is null)
continue;
double baseCost = obj.blueprint.design.average(SV_SlipstreamCost);
double duration = obj.blueprint.design.average(SV_SlipstreamDuration);
mostCost += baseCost / duration;
}
development.aimFTLStorage = mostCost;
}
};
AIComponent@ createSlipstream() {
return Slipstream();
}